“Esports as a Driving Problem in Computer Graphics” Moderated by Benjamin Watson

  • ©Josef Spjut, Caitlin McGee, Amine Issa, and Wayne Mackey



Entry Number: 02


    Esports as a Driving Problem in Computer Graphics




    Esports is a growing worldwide phenomenon now rivaling traditional sports, with a deep dependence on real-time graphics technology. Despite this, the SIGGRAPH research community has largely ignored it. This panel brings together esports experts in engineering, medicine as well as cognitive and data science to argue that this must change. Like film, esports is an important problem for computer graphics, and could give rise to technologies and techniques benefitting not only esports, but society more broadly. With a series of moderated and audience questions, this panel will sketch the research challenges and potential benefits of esports, while also considering its risks.


    • Maury Brown. 2019. MLB Sees Record $10.7 Billion In Revenues For 2019. https://www.forbes.com/sites/maurybrown/2019/12/21/mlb-sees-record-107- billion-in-revenues-for-2019/
    • Jurre Pannekeet. 2019. Newzoo: global esports economy will top $1 billion for the first time in 2019. https://newzoo.com/insights/articles/newzoo-global-esports-economywill-top-1-billion-for-the-first-time-in-2019/
    • Nathan Reiff. 2019. How FIFA Makes Money: Men’s and Women’s World Cup competitions are major global sports events. https://www.investopedia.com/articles/investing/ 070915/how-does-fifa-make-money.asp



    Joohwan Kim of NVIDIA helped us formulate many of these ideas.


ACM Digital Library Publication:

Overview Page: